Improvements for the next game.

Post » Tue Dec 06, 2011 8:35 am

A few ideas I feel would work nicely.

SPECIAL WEAPONS:
Move Daggers into the Sneak skill just like you moved the sneak attacks there, and make Staffs an Enchantment based weapon.
First reason is that it just makes sense mechanically, with all the perks useful for those two weapon types being in those constelations.
Secondly, it allows a player to focus on the skills they want better, without diluting into One-Handed or(less so) Destruction ect.

REMOVE/CONSOLIDATE ARMOR SKILLS:
Armor skills are the only skills in the game that are leveled through passive action, and further more, a harmful passive action.
There is no way to compellingly make those skills improve, save for rolling them in with the Block or Smith/Armorer skill.

GET RID OF RESTRICTIVE/USELESS PERKS:
The perk system is the single best thing to happen to ever since Fallout became a Bethesda franchise.
However, it messes with people's experiences(i.e. gets modded out immediately) when you have to wear a helmet you don't like to get that tasty 25% armor bonus, cause otherwise you get nothing.
Likewise, it feels like wasting a perk point, to get a 25% bonus to Pickpocket when the victim is asleep. Most of the time, they aren't.

DEDICATED BLOCK/CAST BUTTONS:
Because seriously, it's bad enough none of the Shield perks apply when you don't use one(you could make some non-shield ones though, ever heard of parrying?).
Also, with no Shouts around for the next game, there should be enough space for those.


Anyone got anything to add, or maybe a comment?
Remember guys, with how long it takes to make a Elder Scrolls game, they'll probably get to work soon, and suggestions won't have much chance to be read/heard.
User avatar
Bereket Fekadu
 
Posts: 3421
Joined: Thu Jul 12, 2007 10:41 pm

Post » Tue Dec 06, 2011 9:56 am

Another thread suggested that each race get its own unique perk tree for developing racial abilities. I agree with this suggestion, and would also suggest that each race have a few "sub-race" options to choose from (e.g., Khajiit could be Ohmes, Cathay, Suthay, basically any of the hominid types; Imperials could be Colovian or Nibenese; etc.), with each sub-race having some variation in abilities or stats. For example, a Nord could belong to the Skaal sub-race, and would get abilities like improved attack/defense with more primitive gear (hide, bone, etc.) and would get the once-a-day ability to summon a totem animal spirit, which could be improved with perks (say it starts as a wolf, then could be upgraded to a sabre cat, and so on).

Also have some improvements to unarmed fighting to make it more viable to build a character around. Be able to learn multiple unarmed martial arts, for example.
User avatar
Kelly James
 
Posts: 3266
Joined: Wed Oct 04, 2006 7:33 pm

Post » Tue Dec 06, 2011 8:56 pm

Get back the birthsigns and attributes.
User avatar
Ben sutton
 
Posts: 3427
Joined: Sun Jun 10, 2007 4:01 am

Post » Tue Dec 06, 2011 2:31 pm

They improved the combat system a bit with the one handed/two handed system, but I'd like to see some further improvements.

Combat
Add in new moves and/or perks to combat against blocking opponents. Perhaps do something similar to Brink's parkour system, but tweak it for combat. If you look up, you'll slice an opponent at the neck/head. If you look down, you'll slice an opponent at the feet. If you're blocking and look up, it'll protect your face, if you look down, it'll block your legs. Also add in both the ability to slash and to stab. Slashing allows for quicker attacks, where as stabbing allows for more damage, bleeding effect, etc.
Also I'd like to see some shields similar to http://mikemonaco.files.wordpress.com/2010/04/lanternshieldfront1.jpg.

Also with blocking, bring back tower shields. Tower shields would allow for full body protection, but would weigh much more than personal shields, block view in first person, and would have much weaker staggering abilities than the personal shield.

Magic
While I love playing the mage and using the magic system, I feel like it needs to have some new additions. Both to combine with other skills (combat, for instance) and just to expand it much more. So here's some spell suggestions:
Decoy: Create an ethereal version of yourself to cause enemies to chase after it. If you're about to be found, create a decoy to throw off the enemy. Higher level versions will even create a fight with opponents instead of simply running.
Shadowcloak: Bend the light of the world away from you as the darkness veils you. For thief/sneak-based characters, this is a must have. Higher levels of this will even cover an entire room in darkness.
Roast: Use the heat within an opponent against them as they begin to boil alive. For higher level versions of this, even induce spontaneous combustion.
Freeze: Similar to roast, but freeze an opponent's blood from the inside out. For higher level versions of this, enemies will become frozen and shattered into pieces if struck.
Electrocute: Similar to the above two, but this time use the electrical currents inside of an opponent to fry their organs. Higher level versions of this will even turn an enemy into a conduit, electrocuting nearby enemies as well.
Push: An offensive version of telekinesis, this creates a magical wall (think of the unrelenting force shout in Skyrim) that will push enemies back. Higher level versions of this will even toss opponents into the air.
Pull: The opposite of Push, this creates a magical wall that drags opponents towards the player. This can be used to temporarily stun an opponent and attack them. Higher level versions of this will allow the player to use an enemy's momentum against them (drag them in, step aside, and watch as they slam against a wall).
Blind: Take away an opponent's ability to see and use it against them. Watch as opponents fight against nothing, trying to strike you. Higher level versions of this will take away an opponent's ability to hear as well.

Stealth
Disguise: Place on an enemy's armor and suddenly become them. This will allow you to simply walk right into an enemy-occupied area. However, the lower your skill, the stronger an opponent's ability to "detect" your not really who they think you are. Higher level sneak will allow you to walk right up to enemies and even have conversations with some.
Patsy: Have you been detected to be who you aren't really who the enemy thinks you are? Got a high Speech skill? This perk will allow you to quickly toss the blame towards another enemy, giving you enough time to escape or get out of the vicinity of other opponents before they realize what just happened. (Speech level will determine the patsy's effectiveness)
Poison: Although harmful potions that can be applied to weapons are called poison in TES, these are more akin to venom. They enter the blood, not the stomach, to harm enemies. This, however, is an alchemy skill that'll allow true poisons to be made. Give a "potion" to someone and watch as the poison takes its effect. Higher level alchemy skills will allow for either longer timers before the poison takes effect (giving you time to escape before NPCs figure out what just happened) and/or allow the poison to be more deadly.
Pickpocket: Been caught stealing? Got an NPC nearby? This ability allows you to quickly place a stolen item into an NPCs pockets, so if confronted by a guard, you'll be found innocent. Higher level pickpocket will allow you to place heavier and larger items into an NPCs pockets (there's got to be a limit though. )

Additional stuff:
-Give arrows the ability to take out torches if hit correctly. Good archers/sneak style characters could use this to bring darkness onto the area or even trick opponents.
-Also create magical arrows/specialized arrows. Fire an arrow to confuse an enemy and make them search for it, then give them a surprise when it explodes in their face when they get to close to it.
-Bring back throwing weapons, or give the ability to throw certain small weapons. Turn that dagger into a spinning blade and take out an opponent at a distance, then pick it up from their body to use again.

-Bring back degradation. Smithing allows for weapons/armor to take more wear and tear before breaking down. Use ingots/metals to fix broken weapons/armor or strengthen/sharpen them.
User avatar
Blackdrak
 
Posts: 3451
Joined: Thu May 17, 2007 11:40 pm

Post » Tue Dec 06, 2011 10:27 am

Please use the http://www.gamesas.com/index.php?/topic/1242906-official-beyond-skyrim/ topic for discussions about the next game.
User avatar
emily grieve
 
Posts: 3408
Joined: Thu Jun 22, 2006 11:55 pm


Return to The Elder Scrolls Series Discussion